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| | | /* |
| | | Simple DirectMedia Layer |
| | | Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org> |
| | | |
| | | This software is provided 'as-is', without any express or implied |
| | | warranty. In no event will the authors be held liable for any damages |
| | | arising from the use of this software. |
| | | |
| | | Permission is granted to anyone to use this software for any purpose, |
| | | including commercial applications, and to alter it and redistribute it |
| | | freely, subject to the following restrictions: |
| | | |
| | | 1. The origin of this software must not be misrepresented; you must not |
| | | claim that you wrote the original software. If you use this software |
| | | in a product, an acknowledgment in the product documentation would be |
| | | appreciated but is not required. |
| | | 2. Altered source versions must be plainly marked as such, and must not be |
| | | misrepresented as being the original software. |
| | | 3. This notice may not be removed or altered from any source distribution. |
| | | */ |
| | | |
| | | #ifndef _SDL_main_h |
| | | #define _SDL_main_h |
| | | |
| | | #include "SDL_stdinc.h" |
| | | |
| | | /** |
| | | * \file SDL_main.h |
| | | * |
| | | * Redefine main() on some platforms so that it is called by SDL. |
| | | */ |
| | | |
| | | #ifndef SDL_MAIN_HANDLED |
| | | #if defined(__WIN32__) |
| | | /* On Windows SDL provides WinMain(), which parses the command line and passes |
| | | the arguments to your main function. |
| | | |
| | | If you provide your own WinMain(), you may define SDL_MAIN_HANDLED |
| | | */ |
| | | #define SDL_MAIN_AVAILABLE |
| | | |
| | | #elif defined(__WINRT__) |
| | | /* On WinRT, SDL provides a main function that initializes CoreApplication, |
| | | creating an instance of IFrameworkView in the process. |
| | | |
| | | Please note that #include'ing SDL_main.h is not enough to get a main() |
| | | function working. In non-XAML apps, the file, |
| | | src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled |
| | | into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be |
| | | called, with a pointer to the Direct3D-hosted XAML control passed in. |
| | | */ |
| | | #define SDL_MAIN_NEEDED |
| | | |
| | | #elif defined(__IPHONEOS__) |
| | | /* On iOS SDL provides a main function that creates an application delegate |
| | | and starts the iOS application run loop. |
| | | |
| | | See src/video/uikit/SDL_uikitappdelegate.m for more details. |
| | | */ |
| | | #define SDL_MAIN_NEEDED |
| | | |
| | | #elif defined(__ANDROID__) |
| | | /* On Android SDL provides a Java class in SDLActivity.java that is the |
| | | main activity entry point. |
| | | |
| | | See README-android.txt for more details on extending that class. |
| | | */ |
| | | #define SDL_MAIN_NEEDED |
| | | |
| | | #endif |
| | | #endif /* SDL_MAIN_HANDLED */ |
| | | |
| | | #ifdef __cplusplus |
| | | #define C_LINKAGE "C" |
| | | #else |
| | | #define C_LINKAGE |
| | | #endif /* __cplusplus */ |
| | | |
| | | /** |
| | | * \file SDL_main.h |
| | | * |
| | | * The application's main() function must be called with C linkage, |
| | | * and should be declared like this: |
| | | * \code |
| | | * #ifdef __cplusplus |
| | | * extern "C" |
| | | * #endif |
| | | * int main(int argc, char *argv[]) |
| | | * { |
| | | * } |
| | | * \endcode |
| | | */ |
| | | |
| | | #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) |
| | | #define main SDL_main |
| | | #endif |
| | | |
| | | /** |
| | | * The prototype for the application's main() function |
| | | */ |
| | | extern C_LINKAGE int SDL_main(int argc, char *argv[]); |
| | | |
| | | |
| | | #include "begin_code.h" |
| | | #ifdef __cplusplus |
| | | extern "C" { |
| | | #endif |
| | | |
| | | /** |
| | | * This is called by the real SDL main function to let the rest of the |
| | | * library know that initialization was done properly. |
| | | * |
| | | * Calling this yourself without knowing what you're doing can cause |
| | | * crashes and hard to diagnose problems with your application. |
| | | */ |
| | | extern DECLSPEC void SDLCALL SDL_SetMainReady(void); |
| | | |
| | | #ifdef __WIN32__ |
| | | |
| | | /** |
| | | * This can be called to set the application class at startup |
| | | */ |
| | | extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, |
| | | void *hInst); |
| | | extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); |
| | | |
| | | #endif /* __WIN32__ */ |
| | | |
| | | |
| | | #ifdef __WINRT__ |
| | | |
| | | /** |
| | | * \brief Initializes and launches an SDL/WinRT application. |
| | | * |
| | | * \param mainFunction The SDL app's C-style main(). |
| | | * \param xamlBackgroundPanel An optional, XAML-based, background panel. |
| | | * For Non-XAML apps, this value must be set to NULL. For XAML apps, |
| | | * pass in a pointer to a SwapChainBackgroundPanel, casted to an |
| | | * IInspectable (via reinterpret_cast). |
| | | * \ret 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more |
| | | * information on the failure. |
| | | */ |
| | | extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * xamlBackgroundPanel); |
| | | |
| | | #endif /* __WINRT__ */ |
| | | |
| | | |
| | | #ifdef __cplusplus |
| | | } |
| | | #endif |
| | | #include "close_code.h" |
| | | |
| | | #endif /* _SDL_main_h */ |
| | | |
| | | /* vi: set ts=4 sw=4 expandtab: */ |